I’ve been working on my new World Building project this week and I’d like to share some of the information. Below is the early map of the region. It is about 1,000 miles across, east to west. My stories will centre around the Kingdom of Orithia (the north shore of the Wysahanah Sea) but at this point I need to know some basic information about each of the nations on my map. What do you need to know as part of the big picture?
If you’ll remember I’m using the AD&D World Builder’s Guidebook so of course like their races, everything is very generic and stereotypical. This is a starting point, when we get to developing each nation we’ll move away from this shallow starting point. But a starting point is a starting point. The Guidebook includes a chart for randomly selecting Cultural Archetypes. So I pulled out my dice and started rolling for each nation
- The Kingdom of Orithia – European, Middle Ages
- Melathia – European, Renaissance
- Ilvar Clans – Nomads
- Krathia – European, Late Dark Ages
- Skokhulim – Roman
- Draewanein Empire – Oriental
- Vylorn Clans – Savages
- The Seprohm – Barbarians
- The Manglyeong – Native American
- The Rulgrix – Savages
- Gamansara Ahwah – Vikings
- Troll Hoards – Creatures
Remember, this is a starting point. The Manglyeong outlook on life is like the Native Americans, believing in the power of nature and the land around them. They live in independent tribes or clans that align with others for trade and security. In my world binder I have started a page for each of these nations. Starting with the Archetype start writing down ideas for each nation, like I did above with The Manglyeong. These notes are your jump off point later.
Next in the Guidebook is the determination of the government which rules each of the nations. While the list is based on fantasy gaming needs, feel free to adjust the list as you need it. For example, Communism is not on the list, but could be very interesting in a fantasy setting were everyone is sharing their efforts with everyone else.
- The Kingdom of Orithia – European, Middle Ages (Feudalism)
- Melathia – European, Renaissance (Gynarchy)
- Ilvar Clans – Nomads (localized government)
- Krathia – European, Late Dark Ages (Hierarchy)
- Skokhulim – Roman (Republic)
- Draewanein Empire – Oriental (Confederacy)
- Vylorn Clans – Savages (no established government)
- The Seprohm – Barbarians (Autocracy)
- The Manglyeong – Native American (Geriatocracy)
- The Rulgrix – Savages (no established government)
- Gamansara Ahwah – Vikings (Plutocracy)
- Troll Hoards – Creatures (no established government)
This time there was very little rolling involved. Many of the forms of government were selected based on what I wanted in my story such as Orithia is ruled by a king while Melathia is a society ruled by women. Where the nations didn’t play a key roll in the first story I rolled for government and in some cases a nation doesn’t have an established government. Again take time to write some notes on each form of government in each nation. Melathia is ruled by a council of elderly women; each woman is the eldest from her community. The eldest woman on the council is the head councillor. When a very elderly head councillor passes away, it is possible that the eldest woman in the community could still be older than the other councillors and is suddenly the head councillor without an experience. This fact has caused rebellions in the past, but I won’t worry about this until I reach the history and timeline design.
So now, at this point I have a sheet of paper in my binder for each of the nations around the sea with about half a page of notes about the nations culture and the government time of the nation. Next we’re going to create a chart that will allow us to determine with relationship between each of the nations. This is important to know as this will drive wars and treaties.
Have you ever created a fantasy world for gaming or story telling? If so, how large of a landmass did it represent and how many nations did you have? Are you still using the world?
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